Showing 31 - 40 of 7,520
Persistent link: https://www.econbiz.de/10003587381
Persistent link: https://www.econbiz.de/10003587382
Persistent link: https://www.econbiz.de/10003500093
This book is the first study to survey, over a ten-year period, innovations and the industrial formation process of online game business, and global strategies of major Korean online game companies. It focuses on the innovative factors which made the Korean online game industry grow tremendously...
Persistent link: https://www.econbiz.de/10014204327
This paper has two main aims. Firstly to conceptualize the production networks of the video games industry through an examination of its evolution into a multi-million dollar industry. Secondly, to use the video games industry to demonstrate the utility of Global Production Network approaches to...
Persistent link: https://www.econbiz.de/10012746318
"This reference book covers the latest findings on all factors of sports: the branding and marketing of sports and esports, studies on athletes and consumers, a dive into the ethics of sports, and the introduction of eSports to the industry"--
Persistent link: https://www.econbiz.de/10012384541
Persistent link: https://www.econbiz.de/10012492843
Persistent link: https://www.econbiz.de/10012492844
Games like EverQuest and Dark Age of Camelot occasionally produce natural experiments in social science: situations that, through no intent of the designer, offer controlled variations on a phenomenon of theoretical interest. This paper examines two examples, both of which involve the theory of...
Persistent link: https://www.econbiz.de/10012783364
In 2020, the video game Animal Crossing: New Horizons was listed among the top ten in terms of revenue. We analyze the game by relying on an interdisciplinary framework of border studies. Borders can be interpreted not only in a geographical sense but also in terms of a temporal dimension as...
Persistent link: https://www.econbiz.de/10012438204